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"The Family Cruiser GT4"
One of the strangest vehicles from 77 Industries. But it’s fun. Read more to find out.
More than a year ago, I noticed The Family Cruiser here on KerbalX. One of his/her complaints was the tipping over at speeds higher than 10 m/s. So I looked at it and improved it, offered it as a small gift. The gift wasn’t taken.
So I decided to redesign it from the ground up, essentially only leaving the I-Beam. This is the result. It ain’t pretty, Creepy McCarface is the name that comes to my mind. Especially when looking at the rear.
The concept is actually pretty nice, how to cram 12 kerbals in a vehicle the size of a tea tin. It somehow reminds me of the 1984 Renault Espace … except a real car is always better than what we can build. The craft sat on my HD for a full year and now’s the time to let it loose.
So … what is this? It’s mainly a joke. A fast joke. With 1 kerbal it has a top speed of 80 m/s. With 12 kerbals that drops down to 60 m/s. That’s still fast enough to eat flies if you have no windscreen or helmet.
The big problem with such a compact vehicle is the track and wheelbase … it’s just too narrow. On top of that, even at maximum stiffness, these wheels are like jelly. Especially with such a high CoM like this vehicle. And KSP wheels have no anti-roll bars, sadly. Impressive roll rate is a compliment for a fighter jet, not for a car.
So I had to prevent it from tipping over. The only solution: dramatically reduce grip values. That’s right. This car hardly steers or brakes. But it’s actually fun! With the proper technique and maybe some adjustment to the brakes, you can even drift around the KSC!
The most fun you can have with this thing: get it to tip over. Fill it up with 12 kerbals and go for it. It will sometimes even lift a front wheel in the air while everyone is screaming in agony.
Part count: 96.
Mass: 5100 kg.
Dimensions: 2.9 x 2.5 x 4.4m.
Built in the SPH in KSP version 1.3.1. Download Link.

The 2018 Lowell Blackout
This extreme car can pull enough G's in corners only the best pilots will be able to withstand the forces without losing consciousness.The design was originally meant to compete in a challenge but I have enough to do already.
Don't drive faster than 160 m/s, the front suspension will buckle. What, am I kidding? Of course you'll try that!
Powerplant: 8 Juno’s.
Tech: Boost Flaps, special aerodynamics to reduce body roll.
Top speed: over 155 m/s (558 km/h).
Performance (15% fuel);
Max G in corners: 22.8.
Max G during braking: 2.8.
Max G during acceleration: 2.7.
Fuel: 100 units.
Battery: 200 units.
Part count: 107.
Mass (tanks full): 6.62t.
Download link.
The poor kerbal needs a persicope to look over the hood. If only his helmet wasn't this bulky.
Cuts through the air like vaporized butter.
And the brake lights make it look like some kind of cybernetic lifeform bent on destroying the Earth.
That's it. Hope you'll enjoy it.

I completely forgot to upload this to the forums, but I have built a Lancaster with functioning propellers and a rotating turret completely in stock! It comes in as a big'un at 666 parts (That wasn't intentional I swear). So far, it's the biggest thing (in terms of part count) I've ever built in KSP.
The propeller technology for this one was a reverse engineered engine I stole downloaded from Squiddy. As for the turret, I used RCS ball based bearings which I got from Azimech.
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Top Speed: 70-80m/s (around 50-60m/s with a full bomb load)
Top Speed (in a dive): 120+ m/s
Stall Speed: 35m/s
Takeoff Speed: 36m/s
Climbrate: 7-10m/s (this is actually better than the real lanc)
Download (HERE)

The 2018 Lowel Transistar is an affordable line of stock electric cars featuring low mass, low part count and small dimensions.
Transistar is a combination of transistor and star. All cars feature 4 seats with plenty of room left in the trunk.
Shown in the picture from left to right are the 4, 8, 12, Mosfet 4, Mosfet 8, Mosfet 12, Mosfet R, Mosfet R Turbo and the Space.
The first three are perfect for the city or relatively flat terrain. The first three Mosfet versions are for rugged terrain while the Mosfet R versions are more sporty. The Space version drives just as happily on Kerbin but is perfect for low-gravity worlds.
The craft on KerbalX is the 12. If you like this post, an upvote on KerbalX will be very much appreciated. Transistar 4 Transistar 8 Transistar 12 Transistar Mosfet 4 Transistar Mosfet 8 Transistar Mosfet 12 Transistar Mosfet R Transistar Mosfet R Turbo Transistar Space
Lowell. A Petyrbolt brand. Design bureau: 77 Industries.

From the whimsy department, presenting Long Umpire, the flying boat. It won't go to orbit, but then why would you want to go to orbit with a boat? It's fun to fly, is fully amphibious, ditches and takes off water easily, and has a handy ladder in case the pilot wants to take a dip and get back on-board, and a cargo bay with a ramp in case she wants to pack a lunch, or a rover, or something else that can be rolled on, or off. Passenger variants with Mk 3 passenger modules are also feasible, I tried.
To ditch, slow down to 100 m/s at 50 m altitude, then hold wings and nose level until you notice that you've stopped. Completely no-drama and very forgiving, it doesn't mind if you plop it down a bit nose-first, or fly it down a bit fast; I've made touchdowns at well over 100 m/s without any issues whatsoever.
To take off, hit full power, waggle your wings to get the floats out of the water, hold attitude horizontal until you're going at 50 m/s or so, then pull up.
If somebody flies a practical mission for this, I'd be curious to know what it is.
Craft: https://kerbalx.com/Brikoleur/Long-Umpire
(Named after the most iconic flying boat of all, the Short Empire, although the looks are more Caspian Sea Monster.)

What i need to unlock all parts for Lunar (Munar in this case ːsteammockingː) orbit rendezvous?
I loaded my old save i not played it for a while i felt a bit like chaeter but it's my save afterall i not want start game all over again ːsteamhappyː
So what i need to unlock all this Saturn V like stock parts?
http://steamcommunity.com/app/220200/discussions/0/2860219962092212151/

Hello all! I have made an aircraft I'd wanted to make for the longest time. It's the P-51 (the D model in particular)!
It took me a while to figure out how to make a bubble cockpit, however, not trying to toot my own horn but, I think I've done a pretty good job!
Like a lot of the aircraft I'm building these days, I've made a speedbuild for it.
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Instructions and Download
1: Decouple the propeller from the craft
2: Turn on SAS for the main craft, but not the propeller
3: Switch to propeller (using [ ] keys)
4: Hold down ALT + E until the roll meter is completely to the right
5: Wait until the aircraft takes off
6: Fly like normal, but avoid dipping below 20m/s.
Download (HERE)

In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible.
Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods).
I'm really happy with it so i want to share it with you!
The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking.
Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)...
This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12).
For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing.
After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree.
Have fun with it!
Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).

Hello!
I've made a replica of the IL-2 Shturmovik.
Before I start off, I'd like to credit MajorJim! for the initial design for the bearing I use, and Azimech for showing me the design with the RCS balls.
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The IL-2 was a ground attacker developed in the Soviet Union. It had a reputation for taking huge amounts of punishment, but still being able to fly home. This was because of the fact it was incredibly well armoured; this made it immune to small arms fire. The armour worked both as armour and the actual load bearing component of the aircraft.
Like the WW1 Junkers J-1, it had an "armoured bathtub" which meant the armour surrounded the pilot and other components, like a bathtub. The IL-2 was the second most produced aircraft ever. Stalin himself loved this aircraft, describing it as "essential as air and bread for the Red Army".
Despite being one of the most produced aircraft, only a handful still exist.
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The real plane (in the spoiler)
The video of it being made:
Some pictures:
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Top Speed: 78m/s
Top Speed (In a dive): 120m/s (however at 100m/s, there is a big chance of the propeller breaking)
Stall Speed: 19-20m/s
Takeoff Speed: around about 26m/s
Climb rate: 10-15m/s
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Instructions:
1: Press space to decouple the propeller from the main craft.
2: Turn on SAS on the main craft (NOT THE PROPELLER)
3: Switch to the propeller
4: Hold down Alt+E until the Roll bar in the bottom left is completely to the left.
5: Switch back to the main craft
6: Don't touch the controls, and it should take off when it gets to 23-24m/s.
7: Fly like normal, but be gentle when it comes to dives. Don't exceed 100m/s.
Tip: Turning makes you bleed speed a lot, be sure to stay above 24-25m/s.
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Download (HERE) (now on KerbalX)
Thanks for reading!

After learning how to make propellers in stock KSP, I wondered if it was possible to make a solar-powered aircraft, like Solar Impulse or the NASA Helios. The problem is, all the propeller engine designs I've seen require the engine to be physically separate from the aircraft, preventing electricity from wing-mounted solar panels from reaching it. Is it possible to make a propeller engine that isn't physically separated from the aircraft, or somehow "beam" electricity into the engine? If not, are there any easy code fixes that can allow either of those things?

Typically, as the thrust produced depends on the propeller used and the airspeed, propeller engine performance IRL is measured in horsepower or kilowatts. As stock propellers require a constant amount of electricity to run, we can find their in-game power consumption in units per second easily—in fact, by just looking at the Resource bars. However, there are 2 potential ways to convert this into real units:
A solar panel of a certain area pointed ideally at Kerbol from Kerbin will produce a certain amount of charge per second. An in-game power-per-unit-area figure can be calculated from that. Compare that with Earth's 1361 W/m3 ideal power-per-unit-area figure. This will of course depend on the efficiency of the solar panels used, but assumptions can be made.
More reliably, the Realism Overhaul mod suite has a conversion factor from units of electric charge to Watts in case a part specifies its power consumption that way.
So, it should be possible to measure the power output of stock propeller engine. It should also be possible, though difficult, to measure the mechanical efficiency of the engine by taking into account the rotary's* moment of inertia, angular acceleration, and cruise angular velocity.
Has anyone ever thought of this before? Regardless, if you have made a stock propeller aircraft, please post the power output of the planes and engines you've made, as well as preferably their masses. Posting mechanical efficiency would be really awesome.
*Most KSP stock props are technically rotary engines.

Lock your S-foils in attack position and arm your Proton Torpedoes, squadron, the T-70 X-wing is here.
https://kerbalx.com/servo/T-70-X-wing-Swing
This fine addition to my collection is a fully* functional X-wing, as seen in Episodes 7 and 8, flying into battle against the First Order.
*Repulsorlift not included
This craft is the product of a lot of blood, sweat, and use of the offset tool, but now I’m finally happy with my fully stock version of the iconic X-wing. The wings swing independently, and toggle on a single action group. They redock with some consistency (60% of the time, they work every time), but it should be more than enough to go blow up those TIEs who are getting a little nosy (proton torpedoes not included).
Flight Manual
Happy Flying, and May the Force be With You
https://kerbalx.com/servo/T-70-X-wing-Swing
-Servo

This is a stock replica of the Rocketdyne F-1 engine which powered the first stage of the Saturn V. The engine is just barely small enough to fit in a 3.75m diameter fairing, meaning that this could feasibly be used as an upper-stage engine. The attachment node for the underside of the engine is located inside of the mainsail, this is a product of how the engine was constructed.
https://kerbalx.com/Kronus_Aerospace/Kronus-F-1-Engine
-Max Thrust Vac: 7500 kN
-Max Thrust SL:6895
-REAL F-1 Max Thrust Vac: 7770 kN
-REAL F-1 Max Thrust SL: 6770 kN

Presenting the Kerbal Coaster!
Standing at 35 m (114 ft) high, it has a top speed of 20.7 m/s. (46 mph)
Extreme airtime!
The car seats 2.
Wasting government funding has never been this much fun!
Download link

The Antonov AN-225 Mriya was a large cargo aircraft designed to carry cargo of up to 250 metric tonnes that was designed and developed by the Ukraine based company Antonov in the years 1984 to 1988. The Mriya was designed to carry large payloads both inside it's large cargo hold as well as on top of the aircraft. The Mriya was designed with launch vehicles such as the MAKS project in mind, this influenced numerous design elements including the twin vertical tail fins which left the aircraft's rear clear for rocket exhaust to pass through. However, said feature only saw service in transporting the Soviet space shuttle Buran. The Mriya holds the title as being the longest and having the widest wingspan of any aircraft in operation, as well as having the largest maximum take-off mass of any aircraft ever built at 640 metric tonnes. The name Mriya is Ukrainian for "Dream", which I think you can agree is a truly accurate name to this colossus of an aircraft.
Part Count: 979
Length: 87.5m
Wingspan: 88.3m
Mass: 640.3 tons
Craft file: https://kerbalx.com/Kronus_Aerospace/Kronus-Antonov-AN-225-Mriya
Performance:
-Rotation Speed: 60 m/s
-Cruising Altitude: 7500m
-Max Speed at CRZ ALT: 222.7 m/s (exactly the same as the real thing)
-Stall Speed: 40 m/s
-Maneuverability: Surprisingly okay
For more images as well as additional information, please check out the KerbalX page!

For a very, very long time now, I've wanted to make a new version of that Spitfire I made a while back. I personally thought it wasn't very good, and I could've done a much better job, so I finally did. Now, technically, this is actually V3, however, I never released the other one I made since I figured out new techniques of making smoother looking aircraft as soon as I finished it.
Just for perspective, here is the real Spitfire:
Here is my old replica:
And here is the newer version I made:
As you may be able to see, the newer version is much cleaner, and is much closer to the original Spitfire. As an added bonus, It's also much faster, and the propeller doesn't pop out and break as easily. I have also included a speed build which shows myself building the Spitfire; the video is here:
I didn't design the bearings used for the stock propeller in this aircraft. The original design being created by MajorJim, and then being modified using different parts by Klond and Azimech. Anyways, here are more pictures.
The download and specifications are down below.
Download: (HERE)
Top Speed: 78m/s (sea level), 87m/s (3000-4000m)
Top Speed (in a dive): 120-130m/s (depends on altitude and angle
Stall Speed: around about 19-20m/s
Takeoff Speed: around about 20-21m/s
Climb Rate: 10-15m/s
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Instructions:
1: Decouple the propeller from the craft
2: Turn on SAS for the main craft, but not the propeller
3: Switch to propeller (using [ ] keys)
4: Hold down ALT + E until the roll meter is completely to the right
5: Wait until the aircraft takes off
6: Fly like normal, but avoid dipping below 20m/s.
Thanks for reading this post!
Be sure to check out the BF-109 I made recently (HERE)

Hello all! I'm back, and I've made a new replica. Unlike all of my other replicas, I have decided to record the making of the BF-109.
So far, this replica has been one of the easiest to build so far; only taking about/less than an hour to complete and test. (I'm only showing 40 minutes of building footage in the video because the extra 10-20 minutes were just tweaking)
The video is here:
The stock bearings used were initially designed by MajorJim,
however, a similar design, using different parts (the one I use in the plane) were designed by Klond and Azimech.
Download is in the video description.

I may potentially create another version of this craft with a more functional cargo bay (or passenger cabin as it's referred to in the video) that can contain an SRV or probe.
Suggestions are always welcome, thanks!

I just wanted to ask to see if anyone had made any ksp rooms that kerbals can walk around in (like a hotel)
I need this because I am planning to recreate an entire episode of star trek in ksp and I need a bridge
for inspiration and methods of building

Ever get tired of stock's shoddy landing legs that don't work as advertised?
Solution: build your own.
Easier said than done. It is easy enough to build a set of legs, but not ones that start folded and then deploy at landing.
But I managed!
Here it is on the pad.
Planning on using an expendable upper stage and sending a relaysat to KTO, but bringing the first stage back with RTLS, SpaceX-style.
Detail view of the landing legs on the pad:
The legs start folded, held against the side by paired docking ports. I could have done it with decouplers, but I wanted them to be refoldable, at least in theory. The leg itself has a crossbar which is suspended between paired structures coming out of the rocket body to form dual hinges.
On the pad, the rocket is held up by double-docking-port clamps, which are themselves held to the pad with launch clamps which will not be used. When the rocket launches, the lower docking ports release by action group. These same docking ports become the locking mechanism for the landing legs later on.
I went with five engines because I wanted to do it pure-stock; otherwise I would have tweakscaled down the Vectors and done it with nine engines, just for kicks.
Ignition:
And clamp release!
Very thrusty off the pad, but that's what five vectors will do.
Throttling down around Max-Q, mostly to help loft my trajectory a bit. The higher and slower I stage, the better shot I have at getting the boostback burn just right.
I turned off fuel flow for the bottom tank, so I don't have to worry about how much fuel I am reserving.
Down to fumes, so I cut the outer four engines and throttle the single engine back up in preparation for staging:
Staging!
Switch view to orbit to point more downrange, then back to the booster for the boostback burn.
This is a rapid sequence of events. Set SAS to Orbit-Radial-Out to begin the RCS flip, activated the airbrakes, mashed X to cut throttle, and turned the lower tank fuel flow back on.
Single engine back on and burning hard. Switched the navball back to surface so I can see when my surface prograde marker noses back over toward the west:
Money shot of the boostback burn, with detail of the lower landing leg locking clamps:
The prograde marker is now over on the west side of the navball, so this should be enough for a boostback. Cutting the engines and heading back to the second stage.
The second stage has just cleared the atmosphere, so I'm blowing the fairing and nosing down.
Burning halfway between Radial-In and Prograde in order to push to orbit as quickly as possible. Throttling down and following the prograde marker would be more efficient, 'tis true, but it's time-consuming and I don't have much time.
You can see the first stage is still climbing:
Almost to orbit...
Made it!
Throttled down and switching back to my first stage.
Quickly set surface orientation and retrograde. The airbrakes form a nice little landing crosshair. I should come down just off the coast.
I won't need an entry burn.
Here come the gees!
Punching the engine to full throttle just after the accelerometer shows terminal velocity.
In pad testing, I used separatrons to force the legs down to snap into place. I thought I might have to do the same, but it turns out that the upward thrust of the landing engine results in enough differential force to pop the legs out, once they are released. I set the docking port release to the Gear action group, just to make it more authentic.
Just about to throttle down...
The legs cannot be released at a high airspeed, or the airflow holds them up no matter how hard I thrust. Which works well, because I need to drop the gear pretty close to the ground anyway.
Gear dropped!
At this point, all four separate landing legs are viewed by the game engine as debris. So they are falling separately from the stage.
However, the hinge keeps them stuck to the stage, and the gees on the stage itself from the engine lifts it up, causing them to rotate down:
Oddly, there's always one leg that rotates slower than the others, but it's never the same one. I guess that makes sense, because they are all separate parts.
Punching Z again to make sure I get a good inertial lock on the legs.
As soon as the ports touch, it is viewed as a docking event and the game switches views and turns off my engine. So this was a lot of constant Z-mashing.
Then I quickly switched SAS to Radial-Out and throttled down to avoid air-launching.
I think I kept my TWR above 1:1 the entire way down.
A bit of a bounce, Bulgariasat-Style:
But I recovered!
There she is, standing tall and not at all wobbly.
Detail view of the leg locking assembly.
And done!

I actually found this out a couple of months ago on accident, and thought nothing major of it until recently when I badly had an urge to play stock again for its simpler plane construction mechanics, greater exploitability, etc. The question I have is this: Is it safe? I'm worried playing stock KSP (of course, not on the same savegames) while still having RSS, RO, and RP-0 installed may crash it, or corrupt my savefiles. Will it?

KSP Version: 1.3.1.1891 (Windows 7 x64), fresh install, fresh sandbox savegame. I keep this particular KSP install for such testing only. Mods / Add-Ons: All Stock
Description: if there is a long enough part inside a cargohold that consists of two shorter ones, then drag is applied to the payload. (I think its because the game thinks that payload part is clipping through the cargobay. Although visually it is only clipping through its front or its back as it is longer than the cargobay.)
I also think the problem is known. But I'm not sure. Also I'd like to know if it's gonna be fixed or not.
The reason I'm reporting this is because there are many modded parts that are longer than the longest cargobay available. Fuel tanks for example.
It also limits how one should attach their payload inside cargobays.
UPD: not every part bugs. Incomplete list of parts which I've tested (yes = causes the bug):
- FL-T800 Fuel Tank: yes
- Modular Girder Segment XL: no
- M-Beam 200 I-Beam: no
- Mk1 Cockpit: yes
- Orange Tank: yes
- RT-10 Hammer Solid Fuel Booster: yes (omg i've ignited it inside my cargobay.. omg.. oh nevermind it didnt explode)
As a lil' bonus I've also tested the situation when a small part is placed between two cargobays. It didn't bug at all (tested with 2x FL-T200 Fuel Tank).
Steps to Replicate:
1) Create a plane with two connected short cargobays so they make a longer one together.
2) Put a long enough part inside - its length must be longer than one of the short cargobays. Example: two connected Mk3 Cargo Bays CRG-50 and an Orange Tank inside.
3) Attach additional parts like a Cockpit, landing gears and an engine (if the payload isnt a fuel tank - then attach a fuel tank too of course).
4) Launch the craft.
5) Make aero forces visible in parts' gui menu through the debug menu.
6) Open the payload right-click menu.
7) Accelerate and watch its drag.
Result: The payload's drag isn't zero although it must be as it is fully enclosed.
Fixes/Workarounds:
- attach the payload differently (if there are multiple crafts or parts as a payload);
- use different nodes;
- use the largest cargobay available;
- don't put larger parts inside
Other Notes/Pictures/Log Files:
Both Mk3 and Mk2 cargobays have this problem. I believe its an internal technical logic problem, not a bug. Its just how the game calculates drag. But still it is a problem.
Craft files:
Mk2: https://www.dropbox.com/s/kk4h6y8h4alamx0/Bugged Mk2.craft?dl=0
Mk3: https://www.dropbox.com/s/fe4zaluf436nniq/Bugged Mk3.craft?dl=0
Screenshots (the right part-menu reflects the payload on both screenshots):
Thank you Squad for making one of the best games! No sarcasm involved. Bugs happen. (I believe there is no need to include logfiles. Will attach if Im wrong.)

KerbX aims to provide a launch service to kerbin that the average joe can enjoy!
you can watch our livestreems either on You Tube, our live coverage on Twitch.
I hope you enjoy this.
UPDATE 1:
LAUNCH MANIFEST:
https://docs.google.com/spreadsheets/d/1qj8p9_oqCtk7NbR-jhyZFcfzHtQMfRY5vieIx5ebgEQ